Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Overbank

A D&D Campaign Setting
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The Priests and Mendicant Stevedores of Banikon exist to shepherd the dead to Muericho, but the Paladins of the Overbank take a more active approach to the betterment of the world. In addition to guiding remains to the river, the Overbank are vigilant in their watch over the rivers of the world, preventing undead from terrorizing the populace. Additionally, their Emperor in the afterlife, Banikon, impels them to seek out those who defy his rule.

Tenets

The Overbank Paladins swear these oaths to older members of the order at their indoctrination:

  • Learning through lives. Men are reincarnated to learn a new lesson for paradise. Help others discover theirs.
  • Vigilance on Vai. Don’t allow your watch to slip. Protect the naturally living of the world.
  • Duty to the dead. Those who have completed their task go to receive judgement. Care for them and help them reach it.
  • Obeisance to the Emperor. Banikon claims the souls of the world to judge. It is not for others to decide their time. Those who unnaturally extend their life forgo the lessons he tries to teach.

Oath Spells

You gain oath spells at the paladin levels listed.

Level Spells
3rd Create or Destroy Water, Tenser’s Floating Disk
5th Gentle Repose, Hold Person
9th Feign Death, Tidal Wave
13th Control Water, Locate Creature
17th Dispel Evil and Good, Hallow

Additionally, replace the Raise Dead spell from the Paladin Spell List with Reincarnate.


Features

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Shepherd the Fallen
As an action you present a phial of water and speak a prayer invoking the Emperor’s will, using your Channel Divinity. Each undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it becomes friendly for 1 minute or until it takes damage. Every corpse within 30 feet of you that is ambulatory rises as a construct for the duration of this spell or until it takes damage.
A shepherded creature must spend its turns following you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge acti'on.
Promise of Down'fall
Using your Channel Divinity as a bonus action, you can cast Create or Destroy Water if you have an available spell slot. You gain advantage on attack rolls against any creature caught within the rain for 1 minute or until it takes fire damage, drops to 0 hit points, or falls unconscious.
Aura of Preservation
Starting at 7th level, all bodies within 10 feet of you are treated as under the effects of a Gentle Repose spell. A number of times per long rest equal to your Wisdom modifier (minimum of one), you may cast Revivify on one friendly creature within the aura. You do not need to know or prepare the Revivify spell to use this feature.
At 18th level, the range of this aura increases to 30 feet.
Command the Dead
Starting at 15th level, you can use divine magic to bring the recently dead under your control. As an action, you can choose one corpse that you can see within your Aura of Repose. Make a Charisma saving throw against the target’s Constitution. If it fails, you can’t use this feature on it again. If it succeeds, it rises as a construct and obeys your commands until you use this feature again, you take a long rest, you fall unconscious, or it leaves your Aura of Preservation. Creatures controlled this way cannot cast spells or make any other mental checks as actions.
Forth the Waters
At 20th level, your command of the waters is supreme. You gain the ability to cast Water Walk as a ritual. Whenever you cast Control Water on at least 10 gallons of water, the spell also summons a Water Elemental of CR 5 into an unoccupied square within range. The elemental is friendly to you and your companions for the duration.
Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental immediately dissolves back into the existing water.
Any creature grappled by the Elemental takes additional, magical bludgeoning damage equal to twice your charisma modifier when you hit it with an attack.